Introduction:
So it's been over a year since I've played OU and I've only recently caught up with date with all the changes in Sun and Moon OU. I decided to make my new team revolve around my favorite Pokémon, Volcarona, especially now that it is better in the current meta than it was in XY and ORAS.
Teambuilding Process:

I started off with a standard offensive Quiver Dance Volcarona.


Volcarona heavily relies on Defog or Rapid Spin support and I found defensive Tapu Fini to be among the best Defoggers for the team. Not only did it's typing complement Volcarona but Misty Terrain prevented the paralysis that would cripple it and Toxic which would reduce its longevity.



I needed someone to set up Stealth Rock to ensure KO's that I'd otherwise miss with Fire Blast and Landorus-T provided that along with some the ability to check dragon types and KO Heatran, which would otherwise wall the team.



Landorus-T was neither strong enough nor fast enough to be my main physical wallbreaker so Mega Lopunny filled that role nicely and offered a way to take out Chansey and Blissey.





The team at this point was lacking strong switch into Special Attackers so Assault Vest Magearna functioned as my team's tank and gave some much needed super effective coverage.






Lastly, the only thing left for my team was a secondary physical attacker and Bisharp helps against opposing ghost, psychic, and fairy types, especially Latios and Tapu Lele.
In Depth Analysis:
Volcarona @ Psychium Z
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Fire Blast
- Psychic
- Giga Drain
Volcarona can punch holes through entire teams once it is allowed to set up. I opted for Psychium Z instead of the usual Firium or Buginium Z because Fire Blast is already powerful enough as it is and it hits hard for neutral damage against threats that resist its fire STAB. Shattered Psyche after a Quiver Dance boost also KO's Toxapex at full health, making Volcarona the perfect Toxapex bait. I opted for Giga Drain as opposed to Hidden Power Ground for the recovery and extra power since the latter was relatively weak while the former helps surprise non-bulky water types like Keldeo and Greninja while finishing off weakened opponents.
Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 252 HP / 184 Def / 4 SpA / 16 SpD / 52 Spe
Calm Nature
IVs: 0 Atk
- Taunt
- Nature's Madness
- Moonblast
- Defog
Tapu Fini is usually my usual lead since Taunt can shut down slower opposing leads like Ferrothorn and Toxapex, allowing Volcarona to switch in. Nature's madness is the most reliable way to weaken annoying or bulky threats while Moonblast works as a backup attack. Hydro Pump low accuracy and Scald inability to burn under Misty Terrain made both inferior options. Most EVs were invested in Defense to help it sponge physical attacks while a Calm nature with 16 EVs balanced out its defenses. The 52 EVS in Speed helps it outspeed uninvested Landorus-T. Assuming Tapu Fini survives much later in the game, it is a useful switch into predicted status moves.
Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 252 HP / 240 Def / 16 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Hidden Power [Ice]
- U-turn
Defensive Landorus-T is a reliable switch into physical ground and dragon types thanks to its typing and investment in its Defense. EQ is its powerful STAB and makes up for the lack of investment in its attack. HP Ice helps weaken Garchomp, Zygarde, and opposing Landorus-Ts as well. U-turn gives it momentum and helps it switch into either Tapu Fini or Magearna if threatened by a strong special attacker, especially one with Ice Beam. I often find myself using Stealth Rock in the mid-game after Volcarona faints so Tapu Fini won’t worry too much about clearing both sides with Defog.
Lopunny-Mega @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Return
- High Jump Kick
- Power-Up Punch
- Fake Out
High Jump Kick is my go-to STAB attack of choice while Return is used when the opponent resists fighting moves or if I want to avoid the risk of missing on a frail target. Power-Up Punch gives a free boost on targets with low HP so I use it only when I’m sure it will KO a target or when it’s needed to 2HKO a bulky Pokemon. Fake Out can either be used a starting move to break Focus Sash or as a priority attack just in case the opponent has a strong boosted attacker with low HP.
Alternate Option: I may switch Power-Up Punch with Ice Punch for guaranteed KOs against Garchomp and Zygarde
Magearna @ Assault Vest
Ability: Soul-Heart
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Fleur Cannon
- Flash Cannon
- Ice Beam
- Volt Switch
Fleur Cannon is Magearna’s most common STAB for a quick KO against most frail Pokemon or Pokemon weak to fairy. Flash Cannon helps against opposing fairies and weakened Pokemon just in case I want to save Fleur Cannon and avoid the Special Attack drop (even with Soul-Heart activated). While Magearna can usually tank a super effective STAB ground move at full HP, I usually use Ice Beam for super effective coverage. Volt Switch gives it a chance to switch out of a poor matchup against walls that it can not deal with.
Alternate Option: I might switch out Volt Switch with Shift Gear and build a faster offensive set but I don’t think I’m ready to give up it’s special bulk.
Bisharp @ Life Orb
Ability: Defiant
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Swords Dance
- Knock Off
- Iron Head
- Sucker Punch
I have 252 EVs in HP to help Bisharp survive strong attacks long enough to set up with Swords Dance. Knock Off is my strongest move and is often useful against walls like Chansey. Iron Head helps with its flinch rate and ability to take out fairies, most notably the Tapus. Sucker Punch is my most powerful priority and I can use it to trick an opponent into setting up while I use Swords Dance.
Alternate Option: I’m seriously thinking about swapping Bisharp with a bulky Swords Dance Scizor because it fills a similar role, has a stronger and more reliable priority move, and takes hits much better.
Thanks in advance!
So it's been over a year since I've played OU and I've only recently caught up with date with all the changes in Sun and Moon OU. I decided to make my new team revolve around my favorite Pokémon, Volcarona, especially now that it is better in the current meta than it was in XY and ORAS.
Teambuilding Process:

I started off with a standard offensive Quiver Dance Volcarona.


Volcarona heavily relies on Defog or Rapid Spin support and I found defensive Tapu Fini to be among the best Defoggers for the team. Not only did it's typing complement Volcarona but Misty Terrain prevented the paralysis that would cripple it and Toxic which would reduce its longevity.



I needed someone to set up Stealth Rock to ensure KO's that I'd otherwise miss with Fire Blast and Landorus-T provided that along with some the ability to check dragon types and KO Heatran, which would otherwise wall the team.




Landorus-T was neither strong enough nor fast enough to be my main physical wallbreaker so Mega Lopunny filled that role nicely and offered a way to take out Chansey and Blissey.





The team at this point was lacking strong switch into Special Attackers so Assault Vest Magearna functioned as my team's tank and gave some much needed super effective coverage.






Lastly, the only thing left for my team was a secondary physical attacker and Bisharp helps against opposing ghost, psychic, and fairy types, especially Latios and Tapu Lele.
In Depth Analysis:

Volcarona @ Psychium Z
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Fire Blast
- Psychic
- Giga Drain
Volcarona can punch holes through entire teams once it is allowed to set up. I opted for Psychium Z instead of the usual Firium or Buginium Z because Fire Blast is already powerful enough as it is and it hits hard for neutral damage against threats that resist its fire STAB. Shattered Psyche after a Quiver Dance boost also KO's Toxapex at full health, making Volcarona the perfect Toxapex bait. I opted for Giga Drain as opposed to Hidden Power Ground for the recovery and extra power since the latter was relatively weak while the former helps surprise non-bulky water types like Keldeo and Greninja while finishing off weakened opponents.

Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 252 HP / 184 Def / 4 SpA / 16 SpD / 52 Spe
Calm Nature
IVs: 0 Atk
- Taunt
- Nature's Madness
- Moonblast
- Defog
Tapu Fini is usually my usual lead since Taunt can shut down slower opposing leads like Ferrothorn and Toxapex, allowing Volcarona to switch in. Nature's madness is the most reliable way to weaken annoying or bulky threats while Moonblast works as a backup attack. Hydro Pump low accuracy and Scald inability to burn under Misty Terrain made both inferior options. Most EVs were invested in Defense to help it sponge physical attacks while a Calm nature with 16 EVs balanced out its defenses. The 52 EVS in Speed helps it outspeed uninvested Landorus-T. Assuming Tapu Fini survives much later in the game, it is a useful switch into predicted status moves.

Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 252 HP / 240 Def / 16 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Hidden Power [Ice]
- U-turn
Defensive Landorus-T is a reliable switch into physical ground and dragon types thanks to its typing and investment in its Defense. EQ is its powerful STAB and makes up for the lack of investment in its attack. HP Ice helps weaken Garchomp, Zygarde, and opposing Landorus-Ts as well. U-turn gives it momentum and helps it switch into either Tapu Fini or Magearna if threatened by a strong special attacker, especially one with Ice Beam. I often find myself using Stealth Rock in the mid-game after Volcarona faints so Tapu Fini won’t worry too much about clearing both sides with Defog.

Lopunny-Mega @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Return
- High Jump Kick
- Power-Up Punch
- Fake Out
High Jump Kick is my go-to STAB attack of choice while Return is used when the opponent resists fighting moves or if I want to avoid the risk of missing on a frail target. Power-Up Punch gives a free boost on targets with low HP so I use it only when I’m sure it will KO a target or when it’s needed to 2HKO a bulky Pokemon. Fake Out can either be used a starting move to break Focus Sash or as a priority attack just in case the opponent has a strong boosted attacker with low HP.
Alternate Option: I may switch Power-Up Punch with Ice Punch for guaranteed KOs against Garchomp and Zygarde

Magearna @ Assault Vest
Ability: Soul-Heart
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Fleur Cannon
- Flash Cannon
- Ice Beam
- Volt Switch
Fleur Cannon is Magearna’s most common STAB for a quick KO against most frail Pokemon or Pokemon weak to fairy. Flash Cannon helps against opposing fairies and weakened Pokemon just in case I want to save Fleur Cannon and avoid the Special Attack drop (even with Soul-Heart activated). While Magearna can usually tank a super effective STAB ground move at full HP, I usually use Ice Beam for super effective coverage. Volt Switch gives it a chance to switch out of a poor matchup against walls that it can not deal with.
Alternate Option: I might switch out Volt Switch with Shift Gear and build a faster offensive set but I don’t think I’m ready to give up it’s special bulk.

Bisharp @ Life Orb
Ability: Defiant
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Swords Dance
- Knock Off
- Iron Head
- Sucker Punch
I have 252 EVs in HP to help Bisharp survive strong attacks long enough to set up with Swords Dance. Knock Off is my strongest move and is often useful against walls like Chansey. Iron Head helps with its flinch rate and ability to take out fairies, most notably the Tapus. Sucker Punch is my most powerful priority and I can use it to trick an opponent into setting up while I use Swords Dance.
Alternate Option: I’m seriously thinking about swapping Bisharp with a bulky Swords Dance Scizor because it fills a similar role, has a stronger and more reliable priority move, and takes hits much better.
Thanks in advance!